Too powerfull characters can still be killed by ex. str. 2 monster - house rule

By Mr. Brogger, in Talisman Rules Questions

One thing that have irritating us when playing is when a character is getting so strong that there are no need

to roll a dice against weaker enemies. That is why we have made a house rule that says.

If you are so strong that you would win the battle/phycic combat automatic, you still have to

roll the dice. If you then roll a 1 you have to roll the dice again to see the result of the combat:

1-2 you lose 3-4 stand off 4-6 you win.

Now you will never come to a situation where every enemy is automatic trophies.

This rule has actually made the game a bit more fun for us. The only problem is that some

characters have advantage of the rule. The warrior who may roll two dice in combat is not rolling a 1 so often.

And same thing with the amazone who may reroll the dice.

I hope Fantasy Flight game will make some kind of mekanism in the future, so we can play with an official rule.

Cheer

When you are strong enough, go for a crown. If you do, game won't be irritating ;)

An additional roll with a pure random result irregardless of character development is not desirable, especially if it is an extra roll. Talisman already has enough of those.

The problem you cite is a long standing one already addressed in multiple ways by multiple people. Part of its cause is the use of a single die with limited range and no Bell Curve to its probabilities... something addressed in almost all other fantasy games, RPG or otherwise. In particular, you could search the Home Brew section (its about more than just cards) and look for alternative combat system(s) used with Talisman. Some are specifically designed to low level creatures a chance to kill a high level character... and the other way around... or fall-behind characters a slim chance to whack some pathetic hoarder and take away its toys. aplauso.gif

In fact... here's some links to three topics that might be of interest. Pick and choose some possibilities to play test.

Combat Variants

Defensive Combat

Stackable Armor

JCHendee said:

An additional roll with a pure random result irregardless of character development is not desirable, especially if it is an extra roll. Talisman already has enough of those.

The problem you cite is a long standing one already addressed in multiple ways by multiple people. Part of its cause is the use of a single die with limited range and no Bell Curve to its probabilities... something addressed in almost all other fantasy games, RPG or otherwise. In particular, you could search the Home Brew section (its about more than just cards) and look for alternative combat system(s) used with Talisman. Some are specifically designed to low level creatures a chance to kill a high level character... and the other way around... or fall-behind characters a slim chance to whack some pathetic hoarder and take away its toys. aplauso.gif

In fact... here's some links to three topics that might be of interest. Pick and choose some possibilities to play test.

Combat Variants

Defensive Combat

Stackable Armor

Thank you JC,

I take a look around. I agree that dice rolls should be kept to a minimum to speed up game and not make it too complicated. I will try some systems and see how they work, and try to find the most simple happy.gif

cheer

For simplicity, the basic 2D6 combat variant, sans the other two topics, would be best. It only requires the use of an extra die for each combatant.

I agree with Rimmer, powerful characters should be trying to win the game. I don't get bent out of shape when I loose since I enjoy the adventure inherent in the game but when I am in a position to win I don't want the bit of strategy that got me there negated by yet another bit of random happenstance.

The other players should be using their strategy and spells to either try and win or trip up the top player to gain the lead.

Strategy note: there isn't much strategy except using your character's abilities as often as possible, its a board game...game the heck out of it!

Some of you are mistaking what Brogger is talking about. Most certainly when one is built up enough it's time to finish the race. But...

At a certain point, or rather level of accumulated Strength and Craft (legitimately or just by a lot of toys), certain adventurers become "untouchable" more and more, and even spells and abilities won't get to them enough. There's no longer a challenge for them or the possibility to face them down and challenge them one on one. Putting risk back into the equation at all levels of development is what's really behind this discussion. For some of us, it's a problem Talisman has had since the very beginning with its 1st edition.

You are right JCHendee.

New element have to be introduce in enemy of strengh of craft 1 or 2 so that it's not an automatic trophy.

A houserule that we still have to try is if you do not have to roll to kill an enemy then you collect only half the trophy point rounding down to the nearest number ex: if you kill enemy strengh 1, you get 0 trophy point, if you kill enemy strengh 3, you collect 1 trophy point and so on...

It also depend on the style of the player playing the "untouchable character", since 1st edition I've personally met players who could have won the game but prefered to chase around the board other character to kill them off and hoard more stuff.

Our group somewhat circumvent this starting with 2nd edition by making (homebrew) more powerful cards strengh/craft 10+, of course if you make too many then you can be killed by the enemy cards before your character can grow, so as for all things in Talisman, a balance as to be reach.

Cheers

Why not just implement a simple house rule stating that if an enemy can be defeated without having ro roll the die then they cannot be cashed in as trophies and are just discarded instead?

tthere alway the hag, the dungeon keeper , the gust of wind spell. the whirlwind adventure card,the green mist,and my best weapon against the last hope of an intouchable caracter, the hazard spell,

and also. stop on the witch adventure card with no faith point, hip hip hurray the toad, it save me 3 time lolll

GolddragoN said:

tthere alway the hag, the dungeon keeper , the gust of wind spell. the whirlwind adventure card,the green mist,and my best weapon against the last hope of an intouchable caracter, the hazard spell,

and also. stop on the witch adventure card with no faith point, hip hip hurray the toad, it save me 3 time lolll

What if that char has the Amulet, Orb of Prophesy and Orb of Knowledge gui%C3%B1o.gif ?

Jenxstar said:

Why not just implement a simple house rule stating that if an enemy can be defeated without having ro roll the die then they cannot be cashed in as trophies and are just discarded instead?

That doesn't seem to be a bad idea at all. I like the sound of that. But then again, it's not often we come across the more powerful enemies, so it would slow the game down if we can only level up using enemies of a certain strength. Plus it doesn't solve the issue of automatic wins that the op suggested a fix for.

I have posted on the first thread linked above- saying I am in favour of the 1&6 rule. Roll for combat as usual, but if you roll a 1 and the enemy rolls a 6, you lose. And vice versa. Assassin only needs to roll a 1 to lose when assassinating as the enemy can't roll. When I have played my next game with this rule, I shall post my opinion of it on that thread.